Why Not Use Quaketastic
For your uploads?
Potential "Beyond Belief" Issue
#227 posted by NightFright on 2016/11/25 15:22:39
In the final level of "Beyond Belief" (bbelief7 | The Unholy Alliance), just when Cthon dies and is about to fall back into the lava, Mark V crashes to desktop with a "Host_Error: recursively entered" message.
Can anybody confirm? Using latest Mk V 1005 build, GL version (mark_v.exe).
Addendum
#228 posted by NightFright on 2016/11/25 15:41:36
Only happens when using Seven's BB enhancement mod.
From qconsole.log:
Host_Error: ED_Alloc: no free edicts (max_edicts is 8192)
Game is apparently running out of edicts when Chthon falls back into lava, bleeding.
#229 posted by Gunter on 2016/11/25 17:15:33
DX transparency -- Looks like gl_overbright_models 0 borks it up (makes it opaque) in DX. It also slightly alters the appearance in the GL version.
Wanna crash Mark V on startup? Just put scr_showpos 1 in your autoexec.cfg ;)
@NightFright, I think you want to set "in_keymap 1"
Console Key Fixed (again)
Yepp, already figured it out. It's actually set to 1 by default if you delete your config.cfg and let Mark V create a new one.
I dunno if my report about the max_edicts issue is relevant. I actually thought there is no limit for this any more. Last thing I read was that Mk V tries to detect the required amount automatically. Maybe it's not working reliably in all cases.
@nightfright
#231 posted by Baker on 2016/11/25 21:55:48
If Seven's Beyond Belief is endlessly creating new edicts, it is a flaw in his QuakeC.
DarkPlaces is just hiding the problem by endlessly allocating edicts, but given enough time it would eventually run of memory.
8192 edicts is a whole ton of edicts, even Rubicon Rumble doesn't even half of that.
And Beyond Belief is a 1990s era work that runs in original Quake with a 640 edict max.
@nightfright
#232 posted by Baker on 2016/11/25 22:05:38
Were you using in_keymap 0 on purpose or on accident?
If it was intentional, was there something you preferred about in_keymap 0? I use USA keyboard so have to listen to experiences of others on this subject to learn.
@fifth - After trying to upload 15 times, I just wanted it upload (was minor nightmare, would upload 50% or 98% and bail -- wasted a lot of my time). Either way, I'm no longer on a remote internet solution so I'll be able to upload ok again.
Probably an update in next hour after I knock off the scr_showpos with no map issue that gunter pointed out.
Mark V - Build 1006
#233 posted by Baker on 2016/11/26 00:23:07
Download at normal location:
http://quakeone.com/markv
A minor touchup to the 1005 build and distributed the usual way now that I am not on "bad internet".
New Features - (from previous build)
1. JoeQuake/QMB effects option in preferences menu video
2. "in_keymap 0" honors tilde key bind (gunter).
3. -game invalid dir warning (dwere)
4. Console default values are engine default
5. Normal lightning beam default again, instead of realtime simulated.
6. Console variable in console old behavior restored.
7. vid_stretch defaults 0 in software renderer (johhny law)
Touchups in Build 1006
1) Fixed scr_showpos bug. (gunter)
2) Made freezeall work in deathmatch if maxplayers 1 for debugging.
This is a correction of the 1005 build.
/Typing "version" in the console will show as build 1006.
D3D Combines
#234 posted by mh on 2016/11/26 01:18:05
A possible solution would be to drop in some native D3D code instead of using the wrapper. That way you could get the combine mode properly set up, get improved performance and code simplicity.
Of course the down side is that you'd be losing the flexibility of going through a wrapper - you've now got native D3D in key parts of your codebase.
That might not be such a big deal. IIRC FQ only needs this in 2 or 3 places and the only combine mode it uses is modulate colour 2x.
#235 posted by Gunter on 2016/11/26 01:52:29
I kind of like the QMB particles.
Feedback for that:
Missing blood trails on gibs... unless a zombie is throwing them? Or unless they hit the ground maybe? Or.. unless they are moving very fast... Something is different. The chunks just aren't bleeding right.
Flame effect doesn't work on new torch projectiles (FvF fighter/ninja). Eh, not a big deal. The old flame model still appears.
Lightning is too blue -- needs to have bright white in it to look electrical.
Oop. Crashed with AddColoredParticle: Invalid type (2) in FvF with mage/monk/cyborg weapons (they use red/orange/white particle explosions)
The grenade and rocket launcher explosion effect is anemic. Not enough force or intensity compared to the standard particle explosion.
The scrag projectiles are way overdone -- they look like green lasers. Decrease intensity. Vore ball too.
Explosion sprite is completely gone (invisible), but frames of it are used for several FvF guns. The new effect only appears for the Quake guy's stuff.
The, uh... yellow particle field effect is gone (runequake uses it for spawn shield, FvF for BFG explosion).
Chaingun weapons do not leave sparks on the wall like the shotgun does, just a few grey particles instead which don't show up very well..
Would it help if I gave specific code for the various particles I'm talking about? Not sure if you can/will make any tweaks to the effects....
QMB Effects
#236 posted by Baker on 2016/11/26 02:22:20
@gunter - Made what JoeQuake had to offer available as-is.
The rocket and grenade trails I feel work generally work nicely.
Example: qmb_trail_scrag 0 (doesn't fit in, does it?)
The menu only sets qmb_active 1 or qmb_active 1. If you individually turn off or change the others, they stay as is. "find qmb", you can locate things to turn off. I made every individual effect on|off via cvar. It is possible I look back at this thread for ideas on tuning for say a future version 2, but someone really into effects needs to be using Qrack, DarkPlaces, FTE or an effects oriented engine.
So you can do: bind x "toggle qmb_active".
Acquisition
Main goal was full set of JoeQuake, Enhanced GLQuake/WinQuake and ProQuake feature set.
To keep alive their unique contributions ... for those that liked those engines. Jozsef had some great contributions (author of JoeQuake).
@mh - I agree with some of that, but main purpose the DX8 build serves to me is to help people with bad Open GL drivers. Having 98% is pretty good deal. Eventually problem will be solved by Gunter spilling drink on his laptop ;-) Haha
#237 posted by Spike on 2016/11/26 02:28:02
and this is why scriptable particle systems are so nice. :)
That way you can tone them down or just avoid disturbing reinterpretations of the original intent of the effects.
@Spike
#238 posted by Baker on 2016/11/26 02:41:25
Yeah, in JoeQuake trails were all or nothing.
You couldn't turn off, for instance, just scrag trails (radioactive green).
The FTE particle system -- even the subset in Spiked Quakespasm -- offers the user to be fully in driver's seat. Versus where effects are hardcoded into the engine.
#239 posted by Gunter on 2016/11/26 04:19:34
I just downloaded and tried JoeQuake, and the colored particle explosions work in it.
As mentioned, they crash Mark V.
I can disable them by qmb_explosions 0
If you wanna see lots of effects like this, just connect fvf.servequake.com -- the mage uses lots of things in his various spells (vore balls, knight spikes, and lighting bolts), and the cybrog, monk, and cleric all toss around weird things too.
But of course, if you have qmb_explosions 1 ... Mark V will crash if you use monk or mage GL or RL weapons, or cyborg GL.
#240 posted by Baker on 2016/11/26 04:40:34
I'm combing through this and auditing a couple of things.
Do you know of a colored explosion in either regular Quake or a mod I can locally run?
A situation where I can't savegame, then loadgame rapidly to tune isn't all that ideal.
I have the gib trails fixed.
#241 posted by Baker on 2016/11/26 04:49:42
Nevermind, Quoth uses them ;-) I'll test Nehahra too (has an even different explosion).
#242 posted by Baker on 2016/11/26 04:56:57
Was a simple typo. Resolved.
Thanks for the testing, gunter. You argue hard, but you bug test hard!
#243 posted by Gunter on 2016/11/26 05:12:00
Ya know, I don't think the effect is used anywhere in standard Quake.... It's just one of those unused effects.
Here, I updated my little camtest mod to include colored particle explosions:
http://fvfonline.com/camtest.7z
Just set scratch3 to any number from 1-255 (actually, you can probably set it higher, but you may get weird results, like black particles.... 12 is a good number to use -- it's bright white), and your rocket launcher will make colorful explosions.
#244 posted by Gunter on 2016/11/26 05:19:05
Ok, sometimes the torches in the Start map turn white (untextured) when QMB stuff is enabled in DX. I can't reproduce it reliably, but I've seen it happen twice. Once I see it, a restart of Mark V clears it up (or turning off the QMB effects).
Also, I have a little blue particle water splash effect in FvF, but sometimes it's turning out as an orange/yellow spark/explosion effect.... Can't reproduce that reliably either....
Mark V - Build 1007
#245 posted by Baker on 2016/11/26 05:20:21
Download at normal location:
http://quakeone.com/markv
2 bug-fixes related to QMB -- gib trails, colored explosions. (gunter)
#246 posted by Gunter on 2016/11/26 05:48:12
I could really use a setting to always draw the standard explosion sprite even if QMB explosions are enabled (several FvF weapons make use of the sprite)....
Heck, I might even like having both the normal explosion particles and the QMB explosion effect both enabled at the same time. That would make the explosions look intense!
qmb_explosions 2 ?
#247 posted by Baker on 2016/11/26 05:54:55
qmb_explosiontype 1 ... keeps the sprite.
Rocket Light Color / Explosion Light Color
#248 posted by Baker on 2016/11/26 06:07:40
I noticed when adding in QMB, setting qmb_rocketlightcolor ... 0 = normal, 1 = red, 2 = blue, 3 = red + blue
qmb_explosionlightcolor works possibly identically.
#249 posted by Gunter on 2016/11/26 06:11:44
Hm, qmb_explosiontype 1 keeps the sprite, but gets rid of all particles in the explosion (no QMB particles, and no regular particles either).
And standard QMB_bubbles are invisible when I play online, but they are visible when I am playing my own local multiplayer game.
But, qmb_trail_spike produces the underwater bubble trail both online and not.
@nightfright, Dwere ... Keyboard
#250 posted by Baker on 2016/11/26 06:14:35
@nightfright, dwere ... (or others)
re: keyboard
Do I need to do anything with in_keymap 0, or is in_keymap 1 fine for both of you?
Need input on this issue, since I am USA keyboard user and not super-familar with keymapping likes/dislikes/etc, other than listening to conversations in the past when I implemented a somewhat similar solution in a different engine.
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